]> Dogcows Code - chaz/yoink/blobdiff - src/YoinkApp.cc
big batch of progress
[chaz/yoink] / src / YoinkApp.cc
index 64decfb73a88f9e6b0b405f1c94fa3c7c9babc2e..4b024b47ec74f1e617d87b96689e7a645fbdd4c6 100644 (file)
 #include <iostream>
 #include <string>
 
+#include <cstdlib>             // getenv
+
 #include <boost/bind.hpp>
 
 #include "opengl.hh"
 #include "video.hh"
+#include "settings.hh"
 
-#include "vector.hh"
+#include "math.hh"
 
 #include "YoinkApp.hh"
 
+#include "timer.hh"
+
+#if HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+
+static std::string configFiles()
+{
+       std::string files;
+
+       char* configFile = getenv("YOINK_CONFIGFILE");
+
+       if (configFile)
+       {
+               // if a config file from the environment variable is specified, we want
+               // to load it first
+               files += configFile;
+               files += ":";
+       }
+
+       files += YOINK_CONFIGFILES;
+
+       return files;
+}
+
 
-YoinkApp::YoinkApp(int argc, char* argv[])
-               : dc::engine("Yoink "VERSION, argc, argv, "yoinkrc")
+YoinkApp::YoinkApp(int argc, char* argv[]) :
+       dc::engine(PACKAGE_STRING, argc, argv, configFiles())
 {
-       std::cout << "Yoink "VERSION << std::endl
+       std::cout << PACKAGE_STRING << std::endl
                          << "Compiled " << __TIME__ " " __DATE__ << std::endl
-                         << "Send requests, patches, and bug reports to <" PACKAGE_BUGREPORT
-                         << ">." << std::endl << std::endl;
+                         << "Send requests, patches, and bug reports to <"
+                         PACKAGE_BUGREPORT << ">." << std::endl << std::endl;
+
+       dc::resource::addSearchPath(YOINK_DATADIR);
+
+       dc::dispatcher::instance().addHandler("video.context_recreated",
+                       boost::bind(&YoinkApp::contextRecreated, this, _1), this);
+       setupGL();
 
        state = 0.0;
 
-       glEnable(GL_TEXTURE_2D);
+       someChar = new Character("RobotTrooper");
+       someChar->getAnimation().startSequence("Run");
 
-       heroineTexture = new dc::texture("Heroine.png");
+       font = new TilemapFont;
 
-       glShadeModel(GL_SMOOTH);
-       //glEnable(GL_DEPTH_TEST);
-       
-       // Enable transparency:
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       dc::vector2 coeffs[4];
+       coeffs[0] = dc::vector2(0.0, 0.0);
+       coeffs[1] = dc::vector2(0.5, 0.0);
+       coeffs[2] = dc::vector2(0.5, 0.0);
+       coeffs[3] = dc::vector2(1.0, 0.0);
+       interp.init(coeffs, 1.0, dc::interpolator::oscillate);
 
-       glLoadIdentity();
+       dc::scalar coeff[2] = {1.0, 0.0};
+       fadeIn.init(coeff, 0.5f);
 
+       testScene = new dc::scene("Test");
 }
 
 YoinkApp::~YoinkApp()
 {
-       delete heroineTexture;
+       delete someChar;
+       delete font;
+
+       dc::dispatcher::instance().removeHandler(this);
+
        std::cout << "Goodbye..." << std::endl;
 }
 
 
-void YoinkApp::update(double t, double dt)
+void YoinkApp::setupGL()
+{
+       glEnable(GL_TEXTURE_2D);
+       //glEnable(GL_CULL_FACE);
+       glEnable(GL_DEPTH_TEST);
+
+       glShadeModel(GL_SMOOTH);
+       
+       //glEnable(GL_BLEND);
+       //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glEnable(GL_ALPHA_TEST);
+       glAlphaFunc(GL_GREATER, 0.0);
+
+       glClearColor(0.0, 0.0, 1.0, 1.0);
+
+       glLineWidth(10.0f);
+}
+
+void YoinkApp::contextRecreated(const dc::notification& note)
+{
+       // Whenever the context and a new one created, it probably won't contain our
+       // state so we need to set that up again.
+       setupGL();
+}
+
+
+void YoinkApp::update(dc::scalar t, dc::scalar dt)
 {
-       //dt *= 0.1;
+       //dt *= 0.2;
+       
+       fadeIn.update(dt);
+
+       someChar->getAnimation().update(t, dt);
+       interp.update(dt);
 
        prevstate = state;
        state += dt;
 }
 
-void drawrect(dc::scalar a, dc::scalar b, dc::scalar c, dc::scalar d)
+
+void YoinkApp::draw(dc::scalar alpha)
 {
+       dc::vector4 meh;
+       meh.random(0.0, 1.0);
+       static dc::vector4 c1(meh);
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       dc::scalar drawstate = cml::lerp(prevstate, state, alpha);
+       dc::scalar sinstate = std::sin(drawstate);
+       dc::scalar cosstate = std::cos(drawstate);
+
+
+       // DRAW THE SCENE
+       testScene->draw(alpha);
+
+
+       someChar->getTilemap().bind();
+       glColor3f(1.0, 1.0, 1.0);
+
+       unsigned heroFrame = someChar->getAnimation().getFrame();
+
+       float coords[8];
+       someChar->getTilemap().getTileCoords(heroFrame, coords);
+
        glBegin(GL_QUADS);
-               glTexCoord2f(1.0, 1.0);
-               glVertex3d(a, d, 0.0);
-               glTexCoord2f(1.0, 0.0);
-               glVertex3d(a, b, 0.0);
-               glTexCoord2f(0.0, 0.0);
-               glVertex3d(c, b, 0.0);
-               glTexCoord2f(0.0, 1.0);
-               glVertex3d(c, d, 0.0);
+               glTexCoord2f(coords[0], coords[1]);
+               glVertex3f(-1.0, 0.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
+               glVertex3f(0.0, 0.0, 0.0);
+               glTexCoord2f(coords[4], coords[5]);
+               glVertex3f(0.0, 1.0, 0.0);
+               glTexCoord2f(coords[6], coords[7]);
+               glVertex3f(-1.0, 1.0, 0.0);
        glEnd();
-}
 
-void YoinkApp::draw(double alpha)
-{
-       static dc::vector3 c1 = dc::vector3::random(0.0, 1.0);
-       static dc::vector3 c2 = dc::vector3::random(0.0, 1.0);
 
-       glClearColor(1.0, 0.0, 0.0, 1.0);
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       someChar->getTilemap().getTileCoords(heroFrame, coords,
+                       dc::tilemap::reverse);
 
-       double drawstate = state * alpha + prevstate * (1.0 - alpha);
-       double sinstate = std::sin(drawstate);
-       double cosstate = std::cos(drawstate);
+       glBegin(GL_QUADS);
+               glTexCoord2f(coords[0], coords[1]);
+               glVertex3f(0.0, 0.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
+               glVertex3f(1.0, 0.0, 0.0);
+               glTexCoord2f(coords[4], coords[5]);
+               glVertex3f(1.0, 1.0, 0.0);
+               glTexCoord2f(coords[6], coords[7]);
+               glVertex3f(0.0, 1.0, 0.0);
+       glEnd();
+
+       glColor4f(1.0,0.0,0.0,0.5);
 
        glBindTexture(GL_TEXTURE_2D, 0);
+       glColor4fv(c1.data());
 
-       glColor3dv(c1.array);
-       drawrect(-cosstate, -sinstate, sinstate, cosstate);
-       glColor3dv(c2.array);
-       drawrect(0.0, 0.0, sinstate, cosstate);
+       glRectd(-cosstate, -sinstate, sinstate, cosstate);
+       glRectf(0.0f, 0.0f, sinstate, cosstate);
 
-       glColor4f(1.0, 1.0, 1.0, 1.0);
+       font->bind();
+       
+       font->getTileCoords('c', coords);
 
-       heroineTexture->bind();
+       glBegin(GL_QUADS);
+               glTexCoord2f(coords[0], coords[1]);
+               glVertex3f(-1.0, 0.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
+               glVertex3f(0.0, 0.0, 0.0);
+               glTexCoord2f(coords[4], coords[5]);
+               glVertex3f(0.0, 1.0, 0.0);
+               glTexCoord2f(coords[6], coords[7]);
+               glVertex3f(-1.0, 1.0, 0.0);
+       glEnd();
+
+       font->getTileCoords('h', coords);
 
        glBegin(GL_QUADS);
-               glTexCoord2f(0.0, 0.0);
+               glTexCoord2f(coords[0], coords[1]);
                glVertex3f(0.0, 0.0, 0.0);
-               glTexCoord2f(1.0/8.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
                glVertex3f(1.0, 0.0, 0.0);
-               glTexCoord2f(1.0/8.0, 1.0/4.0);
+               glTexCoord2f(coords[4], coords[5]);
                glVertex3f(1.0, 1.0, 0.0);
-               glTexCoord2f(0.0, 1.0/4.0);
+               glTexCoord2f(coords[6], coords[7]);
                glVertex3f(0.0, 1.0, 0.0);
        glEnd();
+
+       font->getTileCoords('a', coords);
+
+       glBegin(GL_QUADS);
+               glTexCoord2f(coords[0], coords[1]);
+               glVertex3f(-1.0, -1.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
+               glVertex3f(0.0, -1.0, 0.0);
+               glTexCoord2f(coords[4], coords[5]);
+               glVertex3f(0.0, 0.0, 0.0);
+               glTexCoord2f(coords[6], coords[7]);
+               glVertex3f(-1.0, 0.0, 0.0);
+       glEnd();
+
+       font->getTileCoords('z', coords);
+
+       glBegin(GL_QUADS);
+               glTexCoord2f(coords[0], coords[1]);
+               glVertex3f(0.0, -1.0, 0.0);
+               glTexCoord2f(coords[2], coords[3]);
+               glVertex3f(1.0, -1.0, 0.0);
+               glTexCoord2f(coords[4], coords[5]);
+               glVertex3f(1.0, 0.0, 0.0);
+               glTexCoord2f(coords[6], coords[7]);
+               glVertex3f(0.0, 0.0, 0.0);
+       glEnd();
+
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glDisable(GL_DEPTH_TEST);
        
-       glFlush();
+       glBindTexture(GL_TEXTURE_2D, 0);
+       glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+
+       glBegin(GL_LINES);
+               glVertex2f(0.0f, 0.0f);
+               glVertex2fv(interp.getState(alpha).data());
+       glEnd();
+
+       glColor4f(0.0f, 0.0f, 0.0f, fadeIn.getState(alpha));
+       glRectf(-1.0f, -1.0f, 1.0f, 1.0f);
+
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
 }
 
-void YoinkApp::dispatchEvent(const SDL_Event& event)
+void YoinkApp::handleEvent(const dc::event& e)
 {
-       switch (event.type)
+       switch (e.type)
        {
                case SDL_KEYDOWN:
-                       if (event.key.keysym.sym == SDLK_ESCAPE)
+                       if (e.key.keysym.sym == SDLK_ESCAPE)
                        {
                                stop();
                        }
-                       else if (event.key.keysym.sym == SDLK_f)
+                       else if (e.key.keysym.sym == SDLK_f)
                        {
                                getVideo().toggleFull();
                        }
+                       else if (e.key.keysym.sym == SDLK_a)
+                       {
+                               someChar->getAnimation().startSequence("Punch");
+                       }
                        break;
 
                case SDL_QUIT:
                        stop();
                        break;
-       }
-}
 
-
-#include "dispatcher.hh"
-
-class Foo : public dc::notification
-{
-public:
-       static void func(const dc::notification& meh)
-       {
-               std::cout << "func: " << std::endl;
-       }
-
-       void snap(int zzz, const dc::notification& nice, float lean)
-       {
-               std::cout << "snap: " << zzz << "," << lean << std::endl;
+               case SDL_VIDEORESIZE:
+                       glViewport(0, 0, e.resize.w, e.resize.h);
+                       break;
        }
-};
-
-void MyHandler(const dc::notification& cool)
-{
-       std::cout << "MyHandler with a notification" << std::endl;
 }
 
 
+
 int main(int argc, char* argv[])
 {
        YoinkApp app(argc, argv);
        return app.run();
 }
 
+/** vim: set ts=4 sw=4 tw=80: *************************************************/
+
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